void do_cmd_redraw(void)
{
int j;
-
term *old = Term;
/* Hack -- react to changes */
Term_xtra(TERM_XTRA_REACT, 0);
-
/* Combine and Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
-
-
p_ptr->update |= (PU_TORCH);
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
*/
void do_cmd_version(void)
{
- /* Silly message */
-
#if FAKE_VER_EXTRA > 0
msg_format(_("変愚蛮怒(Hengband) %d.%d.%d.%d", "You are playing Hengband %d.%d.%d.%d."),
FAKE_VER_MAJOR-10, FAKE_VER_MINOR, FAKE_VER_PATCH, FAKE_VER_EXTRA);
*/
void do_cmd_feeling(void)
{
+ if (p_ptr->wild_mode) return;
+
/* No useful feeling in quests */
if (p_ptr->inside_quest && !random_quest_number(dun_level))
{
do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
/* Accept request */
#ifdef JP
-msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
+ msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
#else
msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
#endif
cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
o_ptr->next_o_idx = 0;
- o_ptr->iy = (byte)p_ptr->y;
- o_ptr->ix = (byte)p_ptr->x;
+ o_ptr->iy = p_ptr->y;
+ o_ptr->ix = p_ptr->x;
object_desc(o_name, o_ptr, OD_NAME_ONLY);
msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
o_ptr = &o_list[0 - item];
}
-
/* See how many items */
if (o_ptr->number > 1)
{
if (amt <= 0) return FALSE;
}
-
old_number = o_ptr->number;
o_ptr->number = amt;
object_desc(o_name, o_ptr, 0);
bool a = object_is_artifact(o_ptr);
bool force = (eflag & ENCH_FORCE);
-
/* Large piles resist enchantment */
prob = o_ptr->number * 100;
/* Failure */
if (!res) return (FALSE);
- p_ptr->update |= (PU_BONUS);
/* Combine / Reorder the pack (later) */
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
-
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
calc_android_exp();
/* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
strcpy(record_o_name, o_name);
/* Combine / Reorder the pack (later) */
p_ptr->update |= (PU_COMBINE | PU_REORDER);
-
p_ptr->window |= (PW_INVEN);
/* Something was done */
if (have_flag(flgs, TR_BLESSED))
{
#ifdef JP
-msg_format("%s は既に祝福されている。",
- o_name );
+ msg_format("%s は既に祝福されている。", o_name);
#else
msg_format("%s %s %s blessed already.",
((item >= 0) ? "Your" : "The"), o_name,
msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
#ifdef JP
-msg_format("%s は劣化した!",
- o_name );
+ msg_format("%s は劣化した!", o_name);
#else
- msg_format("%s %s %s disenchanted!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
+ msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "were" : "was"));
#endif
}
}
- p_ptr->update |= (PU_BONUS);
+ p_ptr->update |= (PU_BONUS);
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-
calc_android_exp();
return TRUE;